Collision Trace not working if Server not looking

Hi,

Multiplayer Game.
I have character swinging a sword and perform capsule traces to detect hits.

Problem: traces dont detect anything if the Server isnt looking towards the traces. Ie a client performing the traces in the back of the server. The moment the server looks: the traces act as expected.

Precision: the traces are done on the server side.
The traces are done from the Sword Actor. The sword is owned by the holding client. The sword is set to replicate and moves according to the skeletal mesh ‘swinging’. Log messages do print and on the server.

Note2: I have the same problem with line traces, but performed from withing a GAS ability.

Thanks <3

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Hi, in your mesh (for your character) there is an option when to update animation. Did you set that to “Always Tick Pose” (cause you can also set it to only tick when rendered)? Its in your skeletal mesh → under Optimization → Visibility Based Anim Tick Option

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Hi, thanks for helping!
Other clients do see swing animation happening.

FIX:
On the Skeletal Mesh performing the swing animation: ‘Details’ tab:
“Visibility Based Anim Tick Option” WAS SET to “Always Tick Pose”
Setting it to “Always Tick Pose and Refresh Bones” fixed the problem.
This also fixed “Note2” problem.

Thinking it threw: the other clients were able to see the swing animation because I trigger the animations via an RPC. However the Server was probably culling the animation and just not doing it because it thought it wasnt necessary (too far) and thus the traces where done but statically and thus why nothing was ‘hitting’.

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